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Reviewed: Elsa Gladiac
Author: Michael Ahlf       Date: June 25th 2000
Page: 3

When it comes to features, the main new push -- besides the GeForce 2's "second generation T&L Engine" -- is the ability to do FSAA in various implementations. Nvidia's implementation gives an option to enable, and also to force, every Direct3D application to use the FSAA features. The snaps below are from Mechwarrior 3, running with No FSAA, the lowest level of FSAA, and the highest level (16x) FSAA respectively.

As can be seen, the non-FSAA'ed image has plenty of images, which mostly smooth away in the half-level FSAA. The full 16x FSAA level seems to be overkill, causing some serious banding in certain places that the mid-range doesn't have. The idea with the FSAA slider, however, is to select the best level for each use; this level of customization can't be found in any other graphics implementation. It's also interesting to note that NVidia's FSAA, in some cases, will fix the jaggies in 2-D overlays as well as 3D graphics depending on how they are implemented; a good way to see this is to bring out an old copy of Mechwarrior 2 and try it (sorry, I don't have any snaps of this in action).

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Added:  Sunday, June 25, 2000
Reviewer:  Michael Ahlf
Page: 3/8

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